Asura Buster: Eternal Warriors: Difference between revisions

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(Cleaned up the page and included a link to the FAQ page in place of duplicating the info in it.)
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| abbreviation = AB
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| image        = AB_cover.jpg
| version      =
| developer    = Y. Takahashi and team
| developer    = Y. Takahashi and team
| publisher    = Fuuki
| publisher    = Fuuki
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[[Image:AB_logo.png|240x180px|middle|]]
[[Image:AB_logo.png|240x180px|middle|]]
== Introduction ==
== Introduction ==
Asura Buster - Eternal Warriors (アシュラバスター -エターナルウォーリアーズ-), a 2000 fighting game by Fuuki that has way too much potential. The game is a sequel to the 1998 arcade game Asura Blade : Sword of Dynasty.
'''Asura Buster: Eternal Warriors''' (アシュラバスター -エターナルウォーリアーズ-) is a fighting game developed by Fuuki, released in 2000 for arcades. The game is a sequel to the 1998 arcade title ''[https://en.wikipedia.org/wiki/Asura_Blade:_Sword_of_Dynasty Asura Blade: Sword of Dynasty]''.


The gameplay of Asura Buster is similar to its predecessor, in which it utilizes a three-button system while using a few of the same battle tactics such as air blocking, short fast dashes, a roll and a jump up after being knocked down, a push back from within blocking, and a two-button launcher attack.<br>Like its predecessor, Asura Buster has a super gauge system that fills up when time advances. Once that is done, they can then initiate either a Super Move, an EX Attack (which is a powered up variation of a special move) or a Boost Mode (which bestows special traits or characteristics but disables the super gauge).<br>The combo system in Asura Buster is the same as in Asura Blade, in which moves are chained into more powerful moves, and then into specials.<br>There are ''three'' new mechanics introduced in Asura Buster :
The gameplay of Asura Buster is similar to its predecessor, utilizng a three-button system while using most of the same mechanics, such as air blocking, short fast dashes, a roll and a jump up after being knocked down, pushblocking, and a two-button launcher attack.<br>Like its predecessor, Asura Buster has a super gauge system that fills up with time or when getting hit. Part of the gauge can be spent to use an EX move (which is a powered up variation of a special move). It can also be used in its entirety to iniatiate a Super Move or enter Boost Mode, an install that bestows character-specific buffs while passively draining meter and disabling EX moves.<br>The combo system in Asura Buster is the same as in Asura Blade, in which moves are naturally chained into heavier moves, then into specials or launchers.<br>There are ''three'' new mechanics introduced in Asura Buster:


* a one-time use "second chance" mechanic that allows the round loser to go back and win if they manage to defeat the opponent in 10 or less seconds without taking damage
* A one-time use '''Last Stand''' mechanic, with which a player who runs out of HP can attempt to defeat their opponent within 10 seconds without taking damage.


* '''replacing grabs''' with a quick guard break attack that stuns opponents
* '''A universal guard break attack''' that stuns opponents, taking the role of a throw.


* an air tech, in which a character is able to recover from a hit while midair through the use of 1 bar of meter
* '''Air teching''', with which a character is able to recover from a hit while midair by spending 1 bar of meter.


== What kind of game is Asura buster? ==
Curious about the game? Join the [https://discord.gg/uqvRzaEqg7 Asura Fight Club Discord Server] and visit the [[Asura Buster: Eternal Warriors/FAQ|FAQ]] to learn more about the game!
The game focuses a lot on interactions. stray hits from predictions in neutral can deal as much damage as a basic combo. getting to right position to start a combo is very hard for some characters and requires effort, cunning and planning to reach it
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consuming meter leads to very powerful moves, but it can only be built when time advances, so players must be strategic about using it
 
it has an '''unconventional''' combo system and footsies game which rewards those who learn it with a fun and unique experience
 
== How do most people play this game? ==
Asura Buster is primarily played  on Fightcade 2, Fightcade is a matchmaking platform for retro gaming, bundled with different emulators for seamless online play. Fightcade is a free application that can be downloaded from the official Fightcade site.
 
== How do I access a training mode? ==
the fbneo training mode has been officially implemented into fightcade, use the "Training" button to display inputs, damage, combos and get infinite health and time
 
If you are not using fightcade, here's the [https://github.com/peon2/fbneo-training-mode Github link]
 
== Are there any other resources for this game? ==
* [https://discord.gg/uqvRzaEqg7 Discord server] where new players can ask questions and get help
* [https://gamefaqs.gamespot.com/arcade/927480-asura-buster-eternal-warriors/faqs/69182 Asura Buster : Eternal warriors at GameFAQs] is the primary fact checking reference of this wiki.
* [https://asurabus.fandom.com/wiki/Asura_Buster_-_Eternal_Warriors_Wiki old incomplete fandom wiki] was abandoned some time ago, mostly empty
 
== Which characters are good for beginners? ==
[[File:AB_Character_Difficulty_Tier_List.png|left|570x284px]] [[File:AB_Character_Playstyle_chart.png|570x284px]]
 
 
* Yashaou and Sittara are '''Shoto''' archetype characters
 
* Taros and Goat have simple but effective tools as '''Big button''' characters. With Taros being noticeably faster and more agressive
 
* Rose Mary, Alice and Alice! carry the '''Zoner''' playstyle which may be harder to pick up for total beginners but is exactly what you may be looking for if that's your thing. Alice relies on a '''Puppet''' and stationary bombs while Rose and Alice! are '''projectile based zoners''', main difference between the two is that Rose is actually fun(and is somewhat of a '''normal based zoner''' too)
 
* Leon is a '''Charge''' character
 
* Nanami is '''Nanami'''
 
* Rokurouta, Chen-Mao, Zam-B and Zinsuke are all '''Rushdowns''' but with vastly different gameplans and tools
 
== How can I play as Alice! or Nanami ? ==
Alice! and Nanami are secret characters, to unlock them either play for 1 match or '''highlight then press start on :'''
 
* Alice! : Yashaou > Goat > Rose Mary > Taros > Zam-B
* Nanami : Sittara > Leon > Alice > Chen-Mao > Zinsuke > Rokurouta
 
==What does the tier list look like?==
[[File:AB_Character_Tier_List.png|768px|Community tier list as of December 2022]]
 
'''S tier'''<br>
1. Yashaou (1.13)<br>
2. Alice! (2.50)<br>
2. Rose Mary (2.50)
 
'''A tier'''<br>
4. Alice (5.75)<br>
5. Zinsuke (6.13)<br>
6. Zam-B (6.38)<br>
7. Sittara (6.50)<br>
8. Taros (6.63)
 
'''B tier'''<br>
9. Goat (8.88)<br>
10. Rokurouta (9.38)
 
'''C tier'''<br>
11. Chen-Mao (11.00)<br>
12. Leon (11.50)
 
== Why shouldn't i play Alice when learning the game? ==
the difficulty isn't the only issue<br>when we discussed it we agreed to stop new players from maining her since she doesn't let you learn the game mechanics<br>when you play Sittara you understand that :
 
* early jump-ins are punishable on hit
 
* normal chains that end with heavy are punishable on block so you need to either special cancel it or bait the opponent
 
* you can block-cancel a multi-hit special move to beat out your opponent's air special
 
Alice just kinda ignores all of that and plays her own way
 
== Please read the system mechanics page ==
[[Asura_Buster:_Eternal_Warriors/System|This page]] will help clear any confusion about unresponsive offence or lacking defence


==Wiki Roadmap==
==Wiki Roadmap==
<section begin=Main/>
<section begin=Main/>
{{ProgressBar|90}}
{{ProgressBar|70}}
{| class="wikitable" style="margin: auto;"
{| class="wikitable" style="margin: auto;"
! In Progress / Completed !! To-do
! In Progress / Completed !! To-do
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* Controls, System, FAQ and Hud
* Controls, System, FAQ and Hud
* Nanami (duh)
* Nanami (duh)
* Goat (moves, sprites, true framedata)
* Goat (moves, sprites, frame data)
* Taros (moves, sprites, true framedata)
* Taros (moves, sprites, frame data)
* Yashaou (moves, sprites, true framedata)
* Yashaou (moves, sprites, frame data)
* Sittara (moves, sprites, framedata)
* Sittara (moves, sprites)
* Zinsuke (moves, sprites)
* Zinsuke (moves, sprites)
* Rose Mary (moves, sprites)
* Rose Mary (moves, sprites)
* Alice! (moves, sprites)
* Alice! (moves, sprites, frame data)
* Alice (moves, sprites)
* Alice (moves, sprites)
* Rokrouta (moves, sprites)
* Rokurouta (moves, sprites)
* Chen-Mao (moves, sprites)
* Chen-Mao (moves, sprites)
* Zam-B (moves, sprites)
* Zam-B (moves, sprites)
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* simplifying the explanation of the unique combo system for new players
* Simplifying the explanation of the unique combo system for new players
* somes moves have wildly varying framedata, we don't know the factors so they won't be added
* Add the rest of the framedata
* Multihit moves have very inconsistent damage, estimations (~) will be used combos
* Gameplan and matchup sections
* Combo sections


|-
|-

Revision as of 03:10, 25 December 2022

Asura Buster: Eternal Warriors
(AB)
AB cover.jpg
Developers

Y. Takahashi and team

Publishers

Fuuki

Systems

Arcade
JP: December 26, 2000

Online Play

FightCade2 (PC)

Community Channels

Discord Server

AB logo.png

Introduction

Asura Buster: Eternal Warriors (アシュラバスター -エターナルウォーリアーズ-) is a fighting game developed by Fuuki, released in 2000 for arcades. The game is a sequel to the 1998 arcade title Asura Blade: Sword of Dynasty.

The gameplay of Asura Buster is similar to its predecessor, utilizng a three-button system while using most of the same mechanics, such as air blocking, short fast dashes, a roll and a jump up after being knocked down, pushblocking, and a two-button launcher attack.
Like its predecessor, Asura Buster has a super gauge system that fills up with time or when getting hit. Part of the gauge can be spent to use an EX move (which is a powered up variation of a special move). It can also be used in its entirety to iniatiate a Super Move or enter Boost Mode, an install that bestows character-specific buffs while passively draining meter and disabling EX moves.
The combo system in Asura Buster is the same as in Asura Blade, in which moves are naturally chained into heavier moves, then into specials or launchers.
There are three new mechanics introduced in Asura Buster:

  • A one-time use Last Stand mechanic, with which a player who runs out of HP can attempt to defeat their opponent within 10 seconds without taking damage.
  • A universal guard break attack that stuns opponents, taking the role of a throw.
  • Air teching, with which a character is able to recover from a hit while midair by spending 1 bar of meter.

Curious about the game? Join the Asura Fight Club Discord Server and visit the FAQ to learn more about the game!

Wiki Roadmap

70% complete


In Progress / Completed To-do

Completed:

  • Controls, System, FAQ and Hud
  • Nanami (duh)
  • Goat (moves, sprites, frame data)
  • Taros (moves, sprites, frame data)
  • Yashaou (moves, sprites, frame data)
  • Sittara (moves, sprites)
  • Zinsuke (moves, sprites)
  • Rose Mary (moves, sprites)
  • Alice! (moves, sprites, frame data)
  • Alice (moves, sprites)
  • Rokurouta (moves, sprites)
  • Chen-Mao (moves, sprites)
  • Zam-B (moves, sprites)
  • Leon (moves, sprites)

In-Progress:

  • potential guide videos in the future
  • Simplifying the explanation of the unique combo system for new players
  • Add the rest of the framedata
  • Gameplan and matchup sections
  • Combo sections

ABEW Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Alice
Alice!
Chen-Mao
Goat
Leon
Nanami
Rokurouta
Rose Mary
Sittara
Taros
Yashaou
Zam-B
Zinsuke